French Light Cavalry

Map ID code: LCBlocks in Unit: 4Movement in Hexes: 3Battle:• Melee: 1 die per blockMorale: Retreat 1 hex for each flagNotes: May retire and reform when melee attacked by infantry or attacked by infantry/artillery Combined Arms.

French Light Lancer Cavalry

Map ID code: LNCRBlocks in Unit: 4Movement in Hexes: 3Battle:• Melee: 1 die per block• An ordered Lancer unit rerolls all dice with flag results one time for additional unit symbol hits, sabers or flags against any defending unit except Cuirassiers. Players must note the number of initial unit symbol hits, swords and flags rolled in the initial melee and add the initial numbers to the number of unit symbol hits, swords and flags rolled on the reroll. The total number of unit symbol hits, swords and flags rolled are then applied to the defending unit.• A defending Lancer unit will not reroll flags when it is battling back.• When a First Strike Command card is played on a Lancer unit a Lancer unit will reroll flags.Morale: Retreat 1 hex for each flagNotes: May retire and reform when melee attacked by infantry or attacked by infantry/artillery Combined Arms

French Cuirassier Heavy Cavalry

Map ID code: CUBlocks in Unit: 4Movement in Hexes: 2Battle:• Melee: 1 die per block, plus 1 dieMorale: May ignore 1 flag, if unit does retreat, retreat 1 hex for each flagNotes:• May retire and reform when melee attacked by infantry or attacked by infantry/artillery Combined Arms• Ignore one hit when attacked in ranged combat by infantry• A Lancer unit will not reroll flag results when in melee combat against Cuirassiers

French Leader

Map ID code: StarMovement in Hexes: 3 if alone; if attached to a unit it moves as the unitBattle: If alone, it may not battle. If attached to a unit it will modify the number of dice a unit will roll when a Leadership card is played—unit rolls one additional dieMorale:• If alone = none (the Leader must retreat after surviving a melee attack, and will attempt to escape through enemy units, if retreat path is occupied by enemy units)• The unit a Leader is attached to may ignore one flag. If the unit does retreat, the Leader must retreat with the unit

British Foot Artillery

Map ID code: FABlocks in Unit: 3Movement in Hexes: 1 and no combatBattle: See artillery combat section in core game rulesMorale: Retreat 1 hex for each flag

British Horse Artillery

Map ID code: HABlocks in Unit: 3Movement in Hexes: 1 and combat, 2 hexes no combatBattle: See artillery combat section in core game rulesMorale: Retreat 1 hex for each flag

British Leader

Map ID code: StarMovement in Hexes: 3 if alone; if attached to a unit it moves as the unitBattle: If alone, it may not battle. If attached to a unit it will modify the number of dice a unit will roll when a Leadership card is played—unit rolls one additional dieMorale:• If alone = none (the Leader must retreat after surviving a melee attack, and will attempt to escape through enemy units, if retreat path is occupied by enemy units)• The unit a Leader is attached to may ignore one flag. If the unit does retreat, the Leader must retreat with the unit

Portuguese Foot Artillery

Map ID code: FABlocks in Unit: 3Movement in Hexes: 1 and no combatBattle: See artillery combat section in core game rulesMorale: Retreat 1 hex for each flag

Portuguese Leader

Map ID code: StarMovement in Hexes: 3 if alone; if attached to a unit it moves as the unitBattle: If alone, it may not battle. If attached to a unit it will modify the number of dice a unit will roll when a Leadership card is played—unit rolls one additional dieMorale:• If alone = none (the Leader must retreat after surviving a melee attack, and will attempt to escape through enemy units, if retreat path is occupied by enemy units)• The unit a Leader is attached to may ignore one flag. If the unit does retreat, the Leader must retreat with the unit